def set( self, text_list: List[str], start_id: int, width: int, column: int, null_text: str = "", cmd_func: FunctionType = None, func_args: List[Tuple] = [], ): """ 设置绘制信息 Keyword arguments: text_list -- 按钮文本列表 start_id -- 编号的启始id width -- 绘制宽度 column -- 每行最大元素数 null_text -- 不作为按钮绘制的文本 cmd_func -- 列表元素按钮绑定函数 """ self.width = width self.column = column new_text_list = value_handle.list_of_groups(text_list, column) index = start_id now_index = 0 self.draw_list: List[List[draw.Button]] = [] for now_text_list in new_text_list: now_width = int(width / len(now_text_list)) now_list = [] for now_text in now_text_list: if now_text != null_text: now_text = text_handle.id_index(index) + now_text now_button = draw.LeftButton( now_text, str(index), now_width, cmd_func=cmd_func, args=(func_args[now_index]), ) now_list.append(now_button) self.return_list.append(str(index)) else: now_text = text_handle.id_index(index) + now_text now_info_draw = draw.LeftDraw() now_info_draw.width = now_width now_info_draw.text = now_text now_info_draw.style = "onbutton" now_list.append(now_info_draw) index += 1 now_index += 1 self.draw_list.append(now_list)
def __init__(self, text: Tuple[str, UUID], width: int, is_button: bool, num_button: bool, button_id: int): """ 初始化绘制对象 """ self.text: UUID = text[1] """ 食物uid """ self.cid: str = text[0] """ 食物商店索引id """ self.draw_text: str = "" """ 食物名字绘制文本 """ self.width: int = width """ 最大宽度 """ self.num_button: bool = num_button """ 绘制数字按钮 """ self.button_id: int = str(button_id) """ 按钮返回值 """ self.button_return: str = str(button_id) """ 按钮返回值 """ name_draw = draw.NormalDraw() food_data: game_type.Food = cache.restaurant_data[self.cid][self.text] quality_text_data = [_("垃圾"), _("饲料"), _("粮食"), _("美味"), _("春药")] food_name = "" if isinstance(self.cid, str): food_recipe: game_type.Recipes = cache.recipe_data[int(self.cid)] food_name = food_recipe.name else: food_config = game_config.config_food[self.cid] food_name = food_config.name hunger_text = _("热量:") if 27 in food_data.feel: hunger_text = f"{hunger_text}{round(food_data.feel[27],2)}" else: hunger_text = f"{hunger_text}0.00" thirsty_text = _("水份:") if 28 in food_data.feel: thirsty_text = f"{thirsty_text}{round(food_data.feel[28],2)}" else: thirsty_text = f"{thirsty_text}0.00" price = round(1 + sum(food_data.feel.values()) * food_data.quality, 2) food_name = (food_name + f" {hunger_text} {thirsty_text} " + _("重量:") + str(round(food_data.weight, 2)) + _("克") + " " + _("品质:") + quality_text_data[food_data.quality] + " " + _("售价:" + str(price))) index_text = text_handle.id_index(button_id) button_text = f"{index_text}{food_name}" name_draw = draw.LeftButton(button_text, self.button_return, self.width, cmd_func=self.buy_food) self.now_draw = name_draw """ 绘制的对象 """
def __init__(self, text: UUID, width: int, is_button: bool, num_button: bool, button_id: int): self.text: UUID = text """ 食物id """ self.draw_text: str = "" """ 食物名字绘制文本 """ self.width: int = width """ 最大宽度 """ self.num_button: bool = num_button """ 绘制数字按钮 """ self.button_id: int = str(button_id) """ 按钮返回值 """ self.button_return: str = str(button_id) """ 按钮返回值 """ name_draw = draw.NormalDraw() food_data: game_type.Food = cache.character_data[0].food_bag[self.text] quality_text_data = [_("垃圾"), _("饲料"), _("粮食"), _("美味"), _("春药")] food_name = "" if food_data.recipe != -1: food_recipe: game_type.Recipes = cache.recipe_data[ food_data.recipe] food_name = food_recipe.name else: food_config = game_config.config_food[food_data.id] food_name = food_config.name hunger_text = _("热量:") if 27 in food_data.feel: hunger_text = f"{hunger_text}{round(food_data.feel[27],2)}" else: hunger_text = f"{hunger_text}0.00" thirsty_text = _("水份:") if 28 in food_data.feel: thirsty_text = f"{thirsty_text}{round(food_data.feel[28],2)}" else: thirsty_text = f"{thirsty_text}0.00" food_name = (food_name + f" {hunger_text} {thirsty_text} " + _("重量:") + str(round(food_data.weight, 2)) + _("克") + " " + _("品质:") + quality_text_data[food_data.quality]) index_text = text_handle.id_index(button_id) button_text = f"{index_text}{food_name}" name_draw = draw.LeftButton(button_text, self.button_return, self.width, cmd_func=self.eat_food) self.now_draw = name_draw """ 绘制的对象 """
def __init__(self, text: Tuple[str, str], width: int, is_button: bool, num_button: bool, button_id: int): """ 初始化绘制对象 """ self.text = text[1] """ 食物名字 """ self.cid = text[0] """ 食物在食堂内的表id """ self.draw_text: str = "" """ 食物名字绘制文本 """ self.width: int = width """ 最大宽度 """ self.num_button: bool = num_button """ 绘制数字按钮 """ self.button_id: int = button_id """ 数字按钮的id """ self.button_return: str = str(button_id) """ 按钮返回值 """ name_draw = draw.NormalDraw() if is_button: if num_button: index_text = text_handle.id_index(button_id) button_text = f"{index_text}{self.text}" name_draw = draw.LeftButton( button_text, self.button_return, self.width, cmd_func=self.see_food_shop_food_list) else: button_text = f"[{self.text}]" name_draw = draw.CenterButton( button_text, self.text, self.width, cmd_func=self.see_food_shop_food_list) self.button_return = text self.draw_text = button_text else: name_draw = draw.CenterDraw() name_draw.text = f"[{self.text}]" name_draw.width = self.width self.draw_text = name_draw.text self.now_draw = name_draw """ 绘制的对象 """
def draw(self): """ 绘制面板 """ self.return_list = [] map_path_str = map_handle.get_map_system_path_str_for_list( self.now_map) map_data: game_type.Map = cache.map_data[map_path_str] path_edge = map_data.path_edge scene_id_list = list(path_edge.keys()) if len(scene_id_list): character_data: game_type.Character = cache.character_data[0] character_scene_id = map_handle.get_map_scene_id_for_scene_path( self.now_map, character_data.position) scene_path = path_edge[character_scene_id].copy() if character_scene_id in scene_path: del scene_path[character_scene_id] scene_path_list = list(scene_path.keys()) draw_list = [] for scene_id in scene_id_list: load_scene_data = map_handle.get_scene_data_for_map( map_path_str, scene_id) now_scene_path = map_handle.get_map_system_path_for_str( load_scene_data.scene_path) now_id_text = f"{scene_id}:{load_scene_data.scene_name}" now_draw = draw.LeftButton(now_id_text, now_id_text, self.width, cmd_func=self.move_now, args=(now_scene_path, )) self.return_list.append(now_draw.return_text) draw_list.append(now_draw) draw_group = value_handle.list_of_groups(draw_list, 4) now_width_index = 0 for now_draw_list in draw_group: if len(now_draw_list) > now_width_index: now_width_index = len(now_draw_list) now_width = self.width / now_width_index for now_draw_list in draw_group: for now_draw in now_draw_list: now_draw.width = now_width now_draw.draw() line_feed.draw() self.end_index = len(scene_id_list) - 1
def __init__(self, text: int, width: int, is_button: bool, num_button: bool, button_id: int): """ 初始化绘制对象 """ self.text = text """ 道具id """ self.draw_text: str = "" """ 道具名字绘制文本 """ self.width: int = width """ 最大宽度 """ self.num_button: bool = num_button """ 绘制数字按钮 """ self.button_id: int = button_id """ 数字按钮的id """ self.button_return: str = str(button_id) """ 按钮返回值 """ name_draw = draw.NormalDraw() item_config = game_config.config_item[self.text] if is_button: if num_button: index_text = text_handle.id_index(button_id) button_text = f"{index_text}{item_config.name}" name_draw = draw.LeftButton(button_text, self.button_return, self.width, cmd_func=self.buy_item) else: button_text = f"[{item_config.name}]" name_draw = draw.CenterButton(button_text, item_config.name, self.width, cmd_func=self.buy_item) self.button_return = item_config.name self.draw_text = button_text else: name_draw = draw.CenterDraw() name_draw.text = f"[{item_config.name}]" name_draw.width = self.width self.draw_text = name_draw.text self.now_draw = name_draw """ 绘制的对象 """
def draw(self): """ 绘制操作菜单面板 """ self.return_list = [] line = draw.LineDraw("-.-", self.width) line.draw() fix_draw = draw.NormalDraw() fix_width = int( (self.width - int(self.width / len(cache.instruct_filter)) * len(cache.instruct_filter)) / 2 ) fix_draw.width = fix_width fix_draw.text = " " * fix_width fix_draw.draw() for now_type in cache.instruct_filter: now_config = game_config.config_instruct_type[now_type] if cache.instruct_filter[now_type]: now_button = draw.CenterButton( f"[{now_config.name}]", now_config.name, self.width / len(cache.instruct_filter), " ", "onbutton", "standard", cmd_func=self.change_filter, args=(now_type,), ) else: now_button = draw.CenterButton( f"[{now_config.name}]", now_config.name, self.width / len(cache.instruct_filter), cmd_func=self.change_filter, args=(now_type,), ) now_button.width = int(self.width / len(cache.instruct_filter)) self.return_list.append(now_button.return_text) now_button.draw() line_feed.draw() line = draw.LineDraw("~..", self.width) line.draw() now_instruct_list = [] now_premise_data = {} for now_type in cache.instruct_filter: if cache.instruct_filter[now_type] and now_type in constant.instruct_type_data: for instruct in constant.instruct_type_data[now_type]: premise_judge = 0 if instruct in constant.instruct_premise_data: for premise in constant.instruct_premise_data[instruct]: if premise in now_premise_data: if now_premise_data[premise]: continue premise_judge = 1 break else: now_premise_value = handle_premise.handle_premise(premise, 0) now_premise_data[premise] = now_premise_value if not now_premise_value: premise_judge = 1 break if premise_judge: continue now_instruct_list.append(instruct) now_instruct_list.sort() instruct_group = value_handle.list_of_groups(now_instruct_list, 3) now_draw_list = [] for instruct_list in instruct_group: for instruct_id in instruct_list: instruct_name = constant.handle_instruct_name_data[instruct_id] id_text = text_handle.id_index(instruct_id) now_text = f"{id_text}{instruct_name}" now_draw = draw.LeftButton( now_text, str(instruct_id), int(self.width / len(instruct_group)), cmd_func=self.handle_instruct, args=(instruct_id,), ) now_draw_list.append(now_draw) self.return_list.append(now_draw.return_text) now_draw = panel.VerticalDrawTextListGroup(self.width) now_group = value_handle.list_of_groups(now_draw_list, 3) now_draw.draw_list = now_group now_draw.draw()
def draw(self): """ 绘制对象 """ while 1: if cache.now_panel_id != constant.Panel.SEE_MAP: break map_path_str = map_handle.get_map_system_path_str_for_list(self.now_map) map_data: game_type.Map = cache.map_data[map_path_str] map_name = attr_text.get_map_path_text(self.now_map) title_draw = draw.TitleLineDraw(_("移动:") + map_name, self.width) title_draw.draw() now_draw_list: game_type.MapDraw = map_data.map_draw character_data: game_type.Character = cache.character_data[0] character_scene_id = map_handle.get_map_scene_id_for_scene_path( self.now_map, character_data.position ) return_list = [] for now_draw_line in now_draw_list.draw_text: fix_width = int((self.width - now_draw_line.width) / 2) fix_text = " " * fix_width fix_draw = draw.NormalDraw() fix_draw.text = fix_text fix_draw.width = fix_width fix_draw.draw() for draw_text in now_draw_line.draw_list: if draw_text.is_button and draw_text.text != character_scene_id: scene_path = map_handle.get_scene_path_for_map_scene_id( self.now_map, draw_text.text ) now_draw = draw.Button( draw_text.text, draw_text.text, cmd_func=self.move_now, args=(scene_path,) ) now_draw.width = self.width now_draw.draw() return_list.append(now_draw.return_text) else: now_draw = draw.NormalDraw() now_draw.text = draw_text.text now_draw.width = self.width if draw_text.is_button and draw_text.text == character_scene_id: now_draw.style = "nowmap" now_draw.draw() line_feed.draw() path_edge = map_data.path_edge scene_path = path_edge[character_scene_id].copy() if character_scene_id in scene_path: del scene_path[character_scene_id] scene_path_list = list(scene_path.keys()) if len(scene_path_list): line = draw.LineDraw(".", self.width) line.draw() message_draw = draw.NormalDraw() message_draw.text = _("你可以从这里前往:\n") message_draw.width = self.width message_draw.draw() draw_list = [] for scene in scene_path_list: load_scene_data = map_handle.get_scene_data_for_map(map_path_str, scene) now_scene_path = map_handle.get_map_system_path_for_str(load_scene_data.scene_path) now_draw = draw.CenterButton( f"[{load_scene_data.scene_name}]", load_scene_data.scene_name, self.width / 4, cmd_func=self.move_now, args=(now_scene_path,), ) return_list.append(now_draw.return_text) draw_list.append(now_draw) draw_group = value_handle.list_of_groups(draw_list, 4) for now_draw_list in draw_group: for now_draw in now_draw_list: now_draw.draw() line_feed.draw() scene_id_list = list(path_edge.keys()) if len(scene_id_list): line = draw.LineDraw(".", self.width) line.draw() message_draw = draw.NormalDraw() message_draw.text = _("场景名列表:\n") message_draw.width = self.width message_draw.draw() draw_list = [] for scene_id in scene_id_list: load_scene_data = map_handle.get_scene_data_for_map(map_path_str, scene_id) now_scene_path = map_handle.get_map_system_path_for_str(load_scene_data.scene_path) now_id_text = f"{scene_id}:{load_scene_data.scene_name}" now_draw = draw.LeftButton( now_id_text, now_id_text, self.width, cmd_func=self.move_now, args=(now_scene_path,) ) return_list.append(now_draw.return_text) draw_list.append(now_draw) draw_group = value_handle.list_of_groups(draw_list, 4) now_width_index = 0 for now_draw_list in draw_group: if len(now_draw_list) > now_width_index: now_width_index = len(now_draw_list) now_width = self.width / now_width_index for now_draw_list in draw_group: for now_draw in now_draw_list: now_draw.width = now_width now_draw.draw() line_feed.draw() line = draw.LineDraw("=", self.width) line.draw() now_index = len(scene_id_list) if self.now_map != []: now_id = text_handle.id_index(now_index) now_text = now_id + _("查看上级地图") up_button = draw.CenterButton( now_text, str(now_index), self.width / 3, cmd_func=self.up_map ) up_button.draw() return_list.append(up_button.return_text) now_index += 1 else: now_draw = draw.NormalDraw() now_draw.text = " " * int(self.width / 3) now_draw.width = self.width / 3 now_draw.draw() back_id = text_handle.id_index(now_index) now_text = back_id + _("返回") back_button = draw.CenterButton(now_text, str(now_index), self.width / 3) back_button.draw() return_list.append(back_button.return_text) now_index += 1 character_map = map_handle.get_map_for_path(character_data.position) if character_map != self.now_map: now_id = text_handle.id_index(now_index) now_text = now_id + _("查看下级地图") down_button = draw.CenterButton( now_text, str(now_index), self.width / 3, cmd_func=self.down_map ) down_button.draw() return_list.append(down_button.return_text) line_feed.draw() yrn = flow_handle.askfor_all(return_list) py_cmd.clr_cmd() if yrn == back_button.return_text: cache.now_panel_id = constant.Panel.IN_SCENE break